© Square Enix, Final Fantasy XIV
Humans (also colloquially called "Humes") possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of these societies carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is best characterized by its tumultuousness and diversity, and human cultures run the gamut from savage but honorable tribes to decadent, devil-worshiping noble families in the most cosmopolitan cities. Humans’ curiosity and ambition often triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbors, simply because they can
Physical Description: The physical characteristics of humans are as varied as the world’s climes. From the dark-skinned tribesmen of the southern continents to the pale and barbaric raiders of the northern lands, humans possess a wide variety of skin colors, body types, and facial features. Generally speaking, humans’ skin color assumes a darker hue the closer to the equator they live. At the same time, bone structure, hair color and texture, eye color, and a host of facial and bodily phenotypic characteristics vary immensely from one locale to another. Cheekbones may be high or broad, noses aquiline or flat, and lips full or thin; eyes range wildly in hue, some deep set in their sockets, and others with full epicanthic folds. Appearance is hardly random, of course, and familial, tribal, or national commonalities often allow the knowledgeable to identify a human’s place of origin on sight, or at least to hazard a good guess. Humans’ origins are also indicated through their traditional styles of bodily decoration, not only in the clothing or jewelry worn, but also in elaborate hairstyles, piercing, tattooing, and even scarification.
Society: Human society comprises a multitude of governments, attitudes, and lifestyles. Though the oldest human cultures trace their histories thousands of years into the past, when compared to the societies of other races like elvaan and miqo'te, human society seems to be in a state of constant flux as empires fragment and new kingdoms subsume the old. In general, humans are known for their flexibility, ingenuity, and ambition. Other races sometimes envy humans their seemingly limitless adaptability, not so much biologically speaking but in their willingness to step beyond the known and press on to whatever might await them. While many or even most humans as individuals are content to stay within their comfortable routine, there is a dauntless spirit of discovery endemic to humans as a species that drives them in striving toward possibilities beyond every horizon.
Female Names: Alerdene, Chammady, Eudomia, Gerda, Hiriko, Ilinica, Jayazi, Kaede, Leyli, Marisan, Ntisi, Pasara, Que Xuan, Revhi, Surenchinua, Udara, Valki, Waajida, Xemne, Zova.
Male Names: Aakif, Bahram, Dolok, Eilif, Garidan, Harisko, Iacobus, Jaali, Kronug, Menas, Nonek, Pateba, Qorchi, Ragnar, Suryo, Tabansi, Tuong Kinh, Ursion, Vachedi, Yekskya, Zhen.
Table: Starting Adulthood Ranges
| Adulthood | Intuitive | Self-Taught | Trained |
| After 17 Years | +1d3 years (18 - 20 Years) | +1d4 years (18 - 21 Years) | +2d4 years (19 - 25 Years) |
Table: Random Height and Weight
| Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
| Male | 5 ft. 0 in. | +2d10 in. (5 ft. 2 in. - 6 ft. 8 in.) | 120 lbs. | +2d10x5 lbs (130 - 220) |
| Female | 4 ft. 9 in. | +2d10 in. (4 ft. 11 in. - 6 ft. 5 in.) | 95 lbs. | +2d10x5 lbs (105 - 195) |
Standard Racial Traits
Ability Score Modifier: Humans are versatile and free willed, gaining a +2 to one ability score of their choice.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Humans are Humanoid creatures
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Alternate Racial Traits
Adoptive Parentage: Humans are sometimes orphaned and adopted by other races. Choose one humanoid race without the human subtype. You start play with that race’s languages and gain that race’s weapon familiarity racial trait (if any). If the race does not have weapon familiarity, you gain either Skill Focus or Weapon Focus as a bonus feat that is appropriate for that race instead. This racial trait replaces the bonus feat trait.
Alchemically Enhanced: Some humans use alchemical or scientific enhancements to push their bodies beyond the limits of nature. However, doing so comes at a significant price. A human with this trait gains a +3 racial bonus to Constitution, Dexterity, or Strength. However, the character’s biology is now more susceptible to chemicals, causing her to take a –2 penalty on Fortitude saving throws against poison. This racial trait replaces the +2 bonus to any one ability score and the bonus feat racial trait.
Awareness: Humans raised within monastic traditions or communities that encourage mindfulness seem to shrug off many dangers more easily than other humans. They gain a +1 racial bonus on all saving throws and concentration checks. This racial trait replaces humans’ bonus feat.
Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces the bonus feat trait.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.
Heart of the Mountains: Humans born in the mountains are skilled at negotiating heights and precipices. They gain a +2 racial bonus on Climb checks and Acrobatics checks to move on narrow surfaces and uneven ground. Furthermore, they are considered acclimated to the effects of high altitude. This racial trait replaces skilled.
Heart of the Sea: Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.
Heart of the Slums: Humans who eke out a life in a city’s teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
Heart of the Snows: Humans born in chilly climes treat cold climates as one category less severe. They gain a +2 racial bonus on Fortitude saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks made in slippery conditions. This racial trait replaces skilled.
Heart of the Streets: Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces skilled.
Heart of the Sun: Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin. This racial trait replaces skilled.
Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.
Industrious: Humans are known for their drive and work ethic. Humans with this racial trait gain a +2 racial bonus on concentration checks and checks with their choice of one Craft or Profession skill. This racial trait replaces skilled.
Innovative: Humans have come to shape the world because they are inveterate innovators. Humans with this racial trait gain a +2 racial bonus on Knowledge (arcana) and Spellcraft checks to independently research spells, create magic items they have never encountered before, and identify unique magical effects. They also gain a +2 racial bonus on Charisma-based skill checks to persuade others to adopt a new ideology or further the cause of discovery and progress. This racial trait replaces skilled.
Institutional Memory: Humans rely on their institutions to remember the distant past and to preserve their own memories for the distant future. They gain a +4 racial bonus on Knowledge checks to answer questions about any organizations, guilds, or religions to which they belong, and they can attempt such skill checks untrained. This racial trait replaces skilled.
Mixed Heritage: Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
One of the Multitude: City-dwelling humans are skilled at blending in with the busy multitudes of the city. They gain a +1 racial bonus on Bluff, Diplomacy, Disguise, Sleight of Hand, and Stealth checks when within 10 feet of at least two other humanoids. They gain a +1 racial bonus on attacks of opportunity made while flanking. This racial trait replaces skilled.
Practiced Hunter: Members of some human cultures train from youth to find and follow the trails of vital game and at the same time hide the evidence of their own passage. These humans gain a +2 racial bonus on Stealth and Survival checks, and Stealth and Survival are always class skills for them. This racial trait replaces skilled.
Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
Social Ties: Some human societies run on complex webs of favors and loyalties that canny members can intuitively exploit with relative ease. These humans gain a +2 racial bonus on Diplomacy checks, and on any skill checks to recruit members and teams for an organization. They also add a +1 racial bonus to their Leadership scores (if they gain the Leadership feat). This racial trait replaces skilled.
Unstoppable Magic: Humans from civilizations built upon advanced magic are educated in a variety of ways to accomplish their magical goals. They gain a +2 racial bonus on caster level checks against spell resistance. This racial trait replaces the bonus feat trait.
Wayfarer: Humans maintain the largest trade networks and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +2 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one. This racial trait replaces skilled.
Subraces
Al Bhed
Al Bhed are the more industrial cousins of the Hume and Hyur. Often having bleach blond hair paired with either pale or olive skin, they often wearing clothing that represents the trade that they dedicate their mechanical genius: Chemistry, textiles, engineering, weapons development and technological research. The Al Bhed are often at the forefront of Machina development, the study of robots and other technologically advanced contraptions. However, much of their culture and history has been that of scavengers or excavators of ancient ruins and scrap.
Members of this subrace of Human gain a +2 bonus to Intelligence and Dexterity but a -2 penalty to Charisma. In addition, they gain the following racial traits that replace their starting traits:
Mechanical Genius: At first level, Al Bhed gain an additional skill rank and a +2 racial bonus to skill rolls which they must apply to one of the following: Knowledge (engineering), Profession (engineering), Craft (any), Disable Device, or Use Magical Device. These skills are always considered class skills for an al bhed. This replaces the skilled trait.
Desert Nomad: Al Bhed thrive in the deepest deserts, forever roaming across burned and parched lands. Al Bhed are immune to environmental damage from very hot weather (90 to 110° F degrees). In conditions of extreme heat (above 110° F degrees), al bhed suffer the normal conditions for hot weather, not the harsher conditions for severe heat. They gain a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This counts as having the Endurance feat for the purposes of prerequisites. This replaces the bonus feat trait.
Hyur
Boasting the largest population in Eorzea, the Hyur came from neighboring continents and islands in three great migratory waves bringing along a sophisticated technology and complex ethos tempered by the breadth of the outside world. They rapidly became a driving force behind cultural progress, and are now widely attributed with spearheading advances in Eorzean civilization.
One of the Hyur's strengths is the staggering variety of languages and social institutions they exhibit. This is said to account for their conviction in individual freedom, though it also results in a relative lack of solidarity and group cohesion.
Two distinct groups now exist among the Hyur: Highlanders, denizens of mountainous areas, and Midlanders, who reside in lower elevations.
Members of this subrace can choose to be a Highlander or Midlander, both with different racial stat bonuses but similar traits.
Highlander: Tough and resilient, the highlanders are are larger in build with dark or tan skin. They are often miners, workers and warriors. Highlanders gain a +2 bonus to Strength and Charisma, but a -2 penalty to Wisdom.
Midlander: Slender and intelligent with fair skin, the midlanders trained in letters from infancy, the Midlanders are generally more educated than many of the other races and clans. Midlanders gain a +2 bonus to Dexterity and Intelligence but a -2 penalty to Wisdom.
Both variants of Hyur gain the following traits:
Martial Familiarity: Hyur are practiced in a variety of martial traditions. A Hyur with this racial trait gains the weapon proficiency feat as a bonus feat. This replaces the bonus feat trait.
Terrain Familiarity: Choose two types of terrain (See Ranger). Hyur gain a +2 bonus on Knowledge (Geography) and Survival checks to navigate the terrain. This replaces skilled.
Cetra
The Cetra look identical to regular humans, but are deeply spiritual in nature. According to scholars, regular humans were former Cetra who forsook their migratory nature to form permanent settlements millennia ago. They are an ancient civilization. The Cetra's special trait, which appears to be genetically passed on through their family line, is to interact with the lifestream and the planet in what some call "talking to the planet".
The Cetra are able to see or communicate with spirits and ancient beings due to their spiritual affinity with the planet. However, their frames are much weaker than their Hyur and Hume cousins. The Cetra gain a +2 bonus to Dexterity and Wisdom, but a -2 penalty to Strength. In addition, they gain the following racial traits that replace their starting traits:
Spiritual Connection: Their ability to connect with spirits is ever present in the Cetra. Cetra with this racial trait gain the Voice Of The Planet feat as a bonus feat. In addition, a Cetra may choose one of the following languages to learn at character creation; Aklo, Ignan, Aquan, Sylvan, and Terran. This replaces the bonus feat trait.
Caretakers: Imbued with the wisdom of the planet, the cetra can mend a variety of wounds. Cetra with this trait gain a +2 racial bonus on Heal checks to treat deadly wounds. In addition, when a cetra casts a spell or effect that regains hit points, creatures affected by the spell or effect heal 1 additional hit point per hit dice the target possesses. This replaces skilled.
Favoured Class Bonuses
Bard: Add +1/4th to the morale bonus provided by battle tempo.
Beastmaster: Add +1 hit point to the beastmaster's animal companions. This applies to all creatures in their menagere.
Black Belt: Increase the number of times per day the black belt can use martial flexibility by +1/4.
Black Mage: Add +1 to the Black Mage’s Aetheric Reservoir capacity. This can be taken before the Black Mage gains the class feature, but does not do anything until then.
Dark Knight: Add an additional +1/2 point to the damage dealt by Darkside.
Dragoon: You add an additional +1/4 bonus to attack rolls against flying enemies.
Knight: Gain DR 1/4 /- when taking damage in place of an ally
Monk: Gain +1/6 of a bonus style feat or wildcard slot. The monk does not need to meet the prerequisites for this style feat.
Mystic Knight: Gain +1/6 of an additional mysticism.
Paladin: Gain +1/3 of a daily use of Sanctity.
Ranger: Choose one favoured enemy type. Add +1/4 to the ranger's favoured enemy bonus against that enemy. This has no effect if the ranger does not currently have that enemy as one of his current favoured enemies. The ranger may choose a different enemy each time he selects this bonus.
Red Mage: Add +1/4 point to the red mage's arcane pool points.
Samurai: Add +1/4 to the samurai's touch AC.
Thief: Gain +1/2 on the Disguise bonus from dual identity or on disguise checks when using a thief talent in their social identity.
Warrior: Add +1/2 to the warrior's attack roll when performing a battle reading.
White Mage: Add +1 to the White Mage’s Aetheric Reservoir capacity. This can be taken before the White Mage gains the class feature, but does not do anything until then.
Racial Archetypes
None
Racial Feats
None






